Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
However I don't like the idea of flagging for taking items off a corrupted player. I would prefer if in the finished game corrupted players, or even players in general, have loot rules similar to npcs applied to them that make being able to loot dependent on tagging or being in the group doing 60% of the damage. This would prevent a corrupted player's friends from immediately grabbing the dropped items and running or mobbing the now flagged person.
If that player would flag for combat on taking that loot, it is a disincentive to taking it. That is why some people are asking for it - they want that disincentive.
So it isn't a case of disagreeing with the flagging in terms of causing friction, it is a case of disagreeing with the flagging as that will reduce (or near eliminate) the instances where this even happens.
Basically, you are both looking at the same thing from different perspectives, and coming up with different opinions.
You misunderstood.
The solution isn't to flag people that loot; it's to prevent looting at all for a set amount of time unless you actually killed that person.
Right now corpses are lootable by anyone the moment you die, regardless of if you die in PvP or PvE. This is a twofold problem:
1) Corpse runs are pointless if the intention is to recoup lost materials (the primary thing you lose), meaning there is no reason to return even if it'd only take you a couple minutes, because your stuff is gone 90%+ of the time
2) If you win a PvP encounter, someone could sweep the loot off your kill before you can
The primary issue is 1, which isn't solved by flagging players on looting, only by preventing uninvolved players from grabbing your stuff.
Exceptions for partymembers or other allied players would have a space in there to work out, and flagging players in addition to the delay timer would be good, but this free-for-all they've got going on isn't going to work.
We could actually have the best of both worlds. You stay white, but if someone attacks you with stolen glint you automatically flag purple.
That would be a better system IMO.
This is my personal feedback, shared to help the game thrive in its niche.
Killing them after they stole from you is more about retribution.
Who's going to waste their time with 'decoy' death in a subscription game with xp debt?
And even if they do, it's on the thief. Crime apologists are something else.
Don't loot a corpse that isnt yours. Simple. I see someone looting my corpse and they're getting smoked - no filter
Very often the Person who can "loot You", is the only One who may as well get a Hand on it -> before it vanishes after like Five to Seven Minutes.
If you are not just killing Goblins in the North of Lionhold -> but are killed in a Place where several Elite Mobs run around and spawn like they have nothing better to do every Minute,
you might as well never get your dropped Stuff back.
Plus it would flood the Land with an immense PvP-Mindset and not with a friendly one.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)